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Archi/e Machina: Interactive ArchitectureBased on Tensegrity
Yosuke UshigomeTokyo, Japan
Ryuma NiiyamaGraduate School of Information
Science and Technology
The University of Tokyo
Kunihiro NishimuraGraduate School of Information
Science and Technology
The University of Tokyo
Tomohiro TanikawaGraduate School of Information
Science and Technology
The University of Tokyo
Michitaka HiroseGraduate School of Information
Science and Technology
The University of Tokyo
Abstract—This paper elucidates the possibilities of in-teractive architectural-space. Interactive architectural-space isarchitectural-space that is changeable or adaptable in interactionwith internal and external users and environments. This paperilluminates the point which has not been focused on and describesa methodology of making a prototype of interactive architectural-space to investigate the point. Designed prototype is experimentedand evaluated with psychological methods.
I. INTRODUCTION
In this section, background and purpose of this research is
described.
A. Interactivity in Contemporary Architecture
Human-beings do various activities involved with
architectural-space and architects have designed various
architectural-space through history. Modernism architecture is
one of the biggest paradigms in architectural design and it
seem to still carry on. However, this style of design, built with
concrete and glass, is often criticized as design without human
embodiment, transformation or development. Our lifestyles,
natural environment are changing so drastically that these
modernism architectures no longer have the adaptability to
them.
Many contemporary architect attempt to solve this prob-
lem and create a new paradigm of architecture; Ito’s ambi-
ent, ephemeral architecture and Kuma’s organic-material-based
architecture are both at the forefront of it (Fig. 1). These
contemporary architectures set ambiguous boundaries between
human behaviors and surrounding environments, leaving room
for spatial and temporal transformation. In this sense, contem-
porary architecture can be said as the interactive visualization
of the relationships between human and environment.
B. Interactive Architecture by Cybernetics
Cybernetics have theoretically researched on its applications
into architectural-space since 1960’s. Pask regarded an architec-
tural environment as an adaptive system that developed through
controlling users and being controlled by users and illuminated
a superordinate interaction in a design process of such system,
where the system and its designer control each other[1]. He
also presented an idea that an environment analyzes and adapts
to patterns of inhabitants’ behavior using computer.
Recent advancement in information technology has increased
the feasibility of these ideas that could not be actualized
because of the limitation in technology and in economic issues.
These ideas and theories on cybernetics will contribute to
already-described concept of contemporary architecture.
C. Purpose of Research
On this background, many researches on interactive
architectural-space that is changeable and adaptable are per-
formed nowadays[2][3]. They deal with various architectural-
space in its form, scale, method but all of them attempt to
seek and suggest future styles of human beings, architectures,
environments.
When we see interactive architectural-space not as reactive
mechanical system but as a new frontier of the history of
architectural-space, its spatial nature matters; in especially
architectural-space that physically moves, the spatial perception
of inhabitants will change drastically. Despite that, there is
no researches on changes in spatial nature or perception and
there is no prototypes that can change and transform whole
architectural-space. Purposes of this research is to make a
prototype of interactive architectural-space that can move to
change its spatial nature and to seek influences by its interaction
on spatial experience and perception.
D. Composition of This Paper
In section I, the architectural and cybernetic background and
the purposes of this research were described. In section II,
relevant researches is introduced to position this paper clearly.
In section III, a method adopted to design a prototype of
interactive architectural-space is introduced. In section IV, a
978-1-4244-9026-4/10/$26.00 ©2010 IEEE - 55 -
(a) Ito’s Sendai Mediatheque (b) Kuma’s Great (Bamboo) Wall
Fig. 1. Contemporary Architectures
designed prototype and its specification are described. In sec-
tion V, experiments on prototype’s spatial nature are performed
and its result is shown. In section VI, a conclusion and horizons
of this research are described.
II. RELEVANT RESEARCH
Section II summarizes existing researches on interactive
architectural-space, illuminates the point that has not been
discussed by them and positions this research.
A. Interactive Architectural-space
In this paper, interactive architectural-space means
architectural-space that is changeable or adaptable in
interaction with internal and external users and environments.
The methods of interaction are implemented in many different
ways and this subsection introduces each methods; interaction
by audio and visual equipment, interaction by robotics and
interaction by spatial movement.
1) Interaction by Audio and Visual Equipment: Interaction
by spatial visual equipments has been developed mainly by
virtual reality technology and related researches[4]. Recently,
based on the widespread of these technologies, many attempts
to expand interaction by audio and visual equipments into real
architectural-space are performed. The building of Ars Elec-
tronica Center, the world’s biggest center of art and technology,
has 100m2 wall whose whole surface is embedded full-colored
LEDs and can transform their color according to real-time
control(Fig. 2).
However, these interactions by audio and visual equipments
seem to lack spatial transformability.
2) Interaction by Robotics: According to the definition of
robot as machine in which controllers integrated sensors and
actuators, there have been many robotics in architectural-
space; automatic doors, lifts, automatic lighting equipments
etc. Moreover, recent development in robotics enabled more
technological robots to enter into our living space, such as
cleaning robots, robot pets, surgical robot etc. Using these
robotics, Sato and colleagues suggested a concept of “Robotic
Room” and its implementation(FIg. 3). They also built up
Fig. 2. “LIGHTS ON!” performance by YesYesNo
Fig. 3. “Real-World-Showroom” by the Univ. of Tokyo
a methodology on interactions between human and machine
behaviors in a room equipped with manipulators[5].
But this approach is not to interact with architectural-space
itself but to dispose interactive robots or manipulators in
existing architectural-space. In this sense, it has a same defect
as audio and visual approach.
3) Interaction by Spatial Movement: Robotics is getting so
stable as stated and so detail structural analysis is built up that,
recently, even architectural-space itself can move and change
its spatial nature. It is essential in interactive architectural-space
that architectural structures and spatial boundaries interact with
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(a) Adaption by movement (Nouvel, xxxx) (b) Expression by movement (Beesley, 20xx)
Fig. 4. Various movement of interactive architecture
behaviors of users and environments. Fig. 4 shows examples
for spatial movement in architectural-space. Nouvel designed
“l’Institut du monde arabe” shown in Fig. 4(a). Its wall has
geometric patterns that mechanically moves to adjust sunlight
from outside into architectural-space. Its gimmicks not only
alter lighting condition of the space but also affect on in-
habitants’ perception of spatial extensity[6]. Fig. 4(b) shows
“Hylozoic Soil” by Beesley. This architecture-scale installation
reacts human inside and moves a part of post near human. It
expresses biotic interaction in its very slow, like sea animal,
movement.
This approach has an amount of potential in changing
user’s spatial perception. Especially, when architectural-space
involving human moves in synchronism with movement of
inhabitants, it is to be expected that the spatial perception of
inhabitants alter drastically. Despite that, existing prototypes or
artworks can move only a part of whole space that isn’t enough
to investigate human perception precisely. A prototype of
interactive architectural-space that can interact with inhabitants
by moving its whole space has to be created and investigations
of its influence on human perception has to be performed.
B. Positioning of This Research
As stated in this section, there are many methods for realizing
interactive architectural-space and interaction by spatial move-
ment has a particular potential in influencing spatial perception.
On the other hand, the evaluation of spatial perception in
existing architectural-space has been generally performed with
Semantic Differential Method (SDM) etc. Jo and colleagues
verified the comfortability of personal space with SDM[7].
This kind of researches on psychological influence and design
method of architectural-space is called environmental psychol-
ogy. Maki and colleagues elucidated the entire picture of envi-
ronmental psychology by describing environmental affordance
and becoming personal space of environment[8]. However,
these methodology in environmental psychology have yet to
be applied to computerized architectural-space.
In this paper, a new prototype for interactive architectural-
space that can interact with inhabitants by moving its whole
space is introduced and, to evaluate the possibilities of in-
teraction by spatial movement, the methods of environmental
psychology are applied.
Fig. 5. 6 struts tensegrity
III. DESIGNING INTERACTIVE STRUCTURE
In this section, a methodology of actualize an interactive
architectural-space that can change spatial nature and spatial
perception by movement. Firstly, tensegrity structure is intro-
duced, that is an adopted structure because of its movability
in whole space and its long-term and short-term adaptability.
Then, the design of tensegrity structure and its simulation are
described.
A. Tensegrity Structure
To evaluate effects of an interactive architectural-space, it is
essential that the prototype can move not in a part of the space
but in whole spatial structure. This research adopts tensegrity
structure for the spatial structure of the prototype of interactive
architectural-space. Tensegrity has movability in whole part and
long-term and short-term adaptability.
Tensegrity is a structure that was invented 1950’s. The
definition of tensegrity by A. Pugh is as follows: “Tensegrity
systems are spatial reticulate systems in a state of self-stress. All
their elements have a straight middle fibre and are of equivalent
size. Tensioned elements have no rigidity in compression and
constitute a continuous set. Compressed elements constitute a
discontinuous set. Each node receives one and only one com-
pressed element”[9]. Fig. 5 shows the most famous tensegrity
that is strictly based on the definition and has 6 struts and 24
cables.
Because tensegrity is in an equilibrium state between ten-
sional force and compressional force, it can provide a light,
stiff and large space with struts rigid enough to endure compres-
sional force. It has also a spherical network of tensional force
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(a) Equilibrated state (b) Unequilibrated state
Fig. 6. Change in equilibrium state
Fig. 7. Designed 21 struts tensegrity dome
TABLE ISTRUCTURAL PARAMETERS OF DESIGNED TENSEGRITY
Parameters Values
Number of Struts 21
Number of Cables 84
Number of Nodes 42
Cables per Nodes 4
Strut’s Length per Cable’s Length 1.852
so that a geometrical change in a small part of the structure,
often by change in the length of the component, spread into
whole part of the structure(Fig. 6). In this way, tensegrity is
suitable for the structure adaptive with human body and with
environments.
B. Designing Interactive Structure
This subsection shows the process of designing and verify-
ing the structure of interactive architectural-space. Tensegrity
structure of the prototype was designed based on principles
bellow:
• Dome shape for spatial extensity enough for user to enter
and move around
• Definition based structure for ease in simulating
• Less components for ease in prototyping and constructing
Fig. 7 shows the model of the designed tensegrity and Table
I its parameters. This structure is tensegrity with 21 struts
and completely based on the definition. Its shape of cut sphere
enables users to enter and move around.
Fig. 8. Diagram of pneumatic muscle
TABLE IIMOTION PARAMETERS OF PNEUMATIC MUSCLE
Parameters Values
Length at normal pressurs 1.35 m
Length at 0.6 MPa 1.08 m
Generative force 100+ N
Mass 50 g
C. Actuation
There are several ways to actuate tensegrity and even some
robots whose structure is tensegrity. Almost all precedents
implement motors on the nodes of tensegrity[10]. However,
the motor-approach makes the whole structure very heavy
when applied into spatial extensity. Instead, our prototype
adopt pneumatic muscle to actuate compressional components
of tensegrity because pneumatic muscle is very light but can
generate strong force under certain pressures[11]. Fig. 8 shows
a diagram of pneumatic muscle and Table II its motion param-
eters.
D. Simulation
To verify the movement of tensegrity with pneumatic mus-
cles, dynamical simulation was performed using Open Dy-
namics Engine. Pneumatic muscles are implemented instead of
corresponding tensional components. The places of pneumatic
muscles are determined according to the tensional force on
corresponding tensional components. The more force acts on
a component, The more the substitute pneumatic muscle elon-
gates. So tensional components are replaced with pneumatic
muscles from the strongest-force-acted one to the weakest-
force-acted one as shown in Fig. 9.
The number of pneumatic muscles are decided according to
the safe height of collapsing state in which all pneumatic mus-
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Fig. 9. Distribution of tensional force
Fig. 10. Change in height of the structure
TABLE IIISIMULATION PARAMETERS
Parameters Values
Length of strut 4000 mm
Mass of strut 0.2 kg
Natural length of cable 2140 mm
Spring constant of cable 300 N/m
Mass of cable 0 kg
cles are elongated. 12 pneumatic muscles make the minimum
height 2.32 m which is safe for an ordinary adult not to touch
or hang on components as shown in Fig. 10.
Using these conditions dynamical simulation was performed.
Fig. 11 shows the screen captures of dynamical simulation.
Fig. 11(a) represents a state where all pneumatic muscles are
elongated and Fig. 11(b) contracted. In Fig. 11, colored lines
represent pneumatic muscles; blue ones are elongated and red
ones are contracted. Table III shows simulation parameters.
IV. ARCHI/E MACHINA
In this section, the detail information of the prototype of
interactive architectural-space is described. The design of the
prototype is based on the method stated in section III. This
prototype is named “Archi/e Machina”. Table IV shows all
TABLE IVARCHI/E MACHINA’S PARAMETERS
Structural Parameters Values
Number of Struts 21
Number of Cables 84
Number of Nodes 42
Cables per Nodes 4
Strut’s Length per Cable’s Length 1.852
Material of Strut Aluminum
Length of Strut 4000 mm
Mass of Strut 0.4 kg
Material of Cable Steel Wire
Length of Cable 2140 mm
Mass of Cable 0.1 kg
Total Weight 18 kg
Moving Parameters Values
Generative Force Needed 25 N
Number of Pneumatic Muscle 12
Natural Length of Pneumatic Muscle 2410 mm
Mass of Pneumatic Muscle 0.05 kg
Maximum Height of Structure 3460 mm
Minimum Height of Structure 2320 mm
Fig. 12. System overview of Archi/e Machina
parameters concerned with designing and constructing Archi/e
Machina.
Fig. 12 shows the system overview of Archi/e Machina.
Environmental information such as human behavior and envi-
ronmental parameters are sensed and analyzed by appropriate
sensors and PCs. Then each pneumatic muscles is controlled
independently by pneumatic valves using micro-controllers and
electric circuit. The pneumatic valve can control the direction
and the speed of airflow so that the whole space can move very
complexly according to environmental information.
A. Half-scale Prototype
Firstly, a half-scale prototype was made. Fig. 13 shows the
half-scale model of Archi/e Machina. This model was exhibited
at Haneda Airport in Tokyo as one of artworks in “Air Harbor
- Digital Public Art Exhibitoin”. People could not enter the
space because of its scale so that the acoustic information
in the airport or by people was used as the “Environmental
information” in Fig. 12. People enjoyed seeing that Archi/e
Machina reacted to the announcement of air port and interacting
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(a) Collapsing State (No muscles contract) (b) Rising State (12 muscles contract)
Fig. 11. Simulation of dynamic movement
Fig. 13. Archi/e Machina (Half Scale)
Fig. 14. Archi/e Machina (Full Scale)
with clapping, jumping and speaking.
B. Full-scale Prototype
Based on the succeed of making half-scale model, full-scale
model of Archi/e Machina was actualized as shown in Fig. 14.
Full-scale model has the same parameters as described in Table
IV and uses Infra-red sensors to detect human movement inside
itself. People can enter and move around the space that react
to their behavior. Fig. 15 shows the example of the movement
of Archi/e Machina.
As shown in this section, “Archi/e Machina”, a new prototype
for interactive architectural-space that can interact with inhab-
itants by moving its whole space, was successfully realized.
Fig. 16. Scheme of experiment
V. EXPERIMENTS AND RESULTS
In this section, the prototype “Archi/e Machina” is evaluatee
with the methods of environmental psychology.
A. Psychological Experiment
Semantic Differential Method (SDM), which was generally
used in environmental psychology was applied. SDM evaluates
stimuli with multiple adjective couples to illuminate psycho-
logical images. In SDM, factor analysis is used for analyzing
data described by subjects.
Fig. 16 shows the scheme of the experiment and adjective
couples. There are 4 patterns in interactive spatial experiences
as is explained FIg. 17. This experiment was performed with
13 subjects.
B. Results and Discussion
Fig. 18 shows the results of the image evaluation experiment,
representing the changes of factors’ score of evaluation depend
on interaction patterns. Principal factor analysis gave two
evaluating factors interpreted as below:
• “Rest” for “Boring”, “Passive”, “Stable”, “Old”, “Simple”
and “Calm”
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(a) Interacting with human inside (b) Static state
Fig. 15. Full-scale Archi/e Machina
Fig. 17. Interaction pattern in experiment
Fig. 18. Interaction pattern in experiment
• “Tense” for “Constrained”, “Narrow”, “Hard”, “Bad”,
“Fearful” and “Tense”
Fig. 18 indicates that, depend on interaction patterns, the
scores of two factors are radically change and spatial perception
of subjects and spatial nature of Archi/e Machina trasforme.
1) “Rest” Factor: Firstly, all patterns except for pattern 0
resulted in negative “Rest” factor. This result must be because
of the movement of spatial structure itself. Secondly, “Rest”
factor in pattern 2 resulted in quite negative value. It seems
natural because pattern 2 is the only pattern in which Archi/e
Machina moves in reaction with subjects and subjects were
asked to move around to feel spatial nature.
2) “Tense” Factor: “Tense” factor in patter 2 has com-
paratively lower value than in pattern 0 and 1, implying
that synchronized movement of surrounding architectural-space
decreases negative images such as “constrained”, “narrow”
and “fearful”. This synchronization may give subjectives with
active comfortability. Comparing pattern 2 and 3, pattern 3
has more unfavorable “Tense” factor. The reason may be that
the control of surrounding architectural-space is apart from
the subject and is determined by the accidental behavior of
external passengers. This presumption leads to a hypothesis
that surrounding architectural-space that moves interactively
and synchronously can be felt as an augmentation of personal
space so called in psychology[12].
VI. CONCLUSION
A. Summery of This Paper
This paper introduced increasing researches on interactive
architectural-space and elucidated the importance of influence
on spatial perception and spatial nature by interaction be-
tween human and architectural-space. A prototype of interactive
architectural-space was made to investigate the influence. The
prototype adopted tensegrity for the structure of the prototype.
The image evaluation experiment indicated that surrounding
architectural-space that moves interactively and synchronously
can be felt as an augmentation of personal space.
B. Future Work
1) Evaluation Method: The evaluation of spatial perception
in this paper may be inadequate. It has to be scrutinized how
subject’s personal space change according to parameters such
as interaction patterns , speed of actuation, etc. If surrounding
architectural-space was a kind of personal space, it would be
possible to experiment the psychological influence by the conti-
guity to the space by other people and by external environments.
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To compare these interactive architectural-space with existing
robotics-based interactive room is also important.
In this paper, experiment used SDM that is generally
used for evaluating existing architectural-space. However,
when architectural-space itself moves, environmental param-
eters change drastically. To evaluate interactive architectural-
space precisely, we have to establish a new evaluation method
that include a point of temporal transformation of architectural-
space.
2) Prototype: The prototype in this paper is just a structure
and is not physically isolated with external environment. It is
obvious that this structural space is not appropriate to real living
environment. A prototype involved with a membrane has to be
made and evaluated with more ordinary human activities.
ACKNOWLEDGMENT
This research is partly supported by JST CREST ”Technol-
ogy to Create Digital Public Art” project.
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